获取HTML Canvas中旋转矩形剑的坐标

获取html canvas中旋转矩形剑的坐标

本文旨在解决HTML Canvas中绘制旋转矩形剑,并获取其端点坐标的问题。通过分析现有代码,明确了剑的端点计算方式,并提供了修正后的sword.update()函数,确保剑随角色手臂旋转,同时提供了完整的可运行代码示例,方便开发者直接应用到自己的项目中。

在HTML Canvas中绘制旋转的矩形,特别是像剑这样的武器,涉及到坐标计算和角度旋转。以下是如何获取Canvas中旋转矩形剑的坐标并正确绘制它的步骤:

理解坐标系统

Canvas的坐标系统原点(0, 0)位于左上角。X轴正方向向右,Y轴正方向向下。所有坐标计算都基于这个原点。

关键代码分析与修正

原代码中sword.update()函数计算剑的端点坐标存在问题,导致剑的绘制不正确。正确的逻辑是:

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左手的位置是剑的一个端点。右手的位置是剑的另一个端点。剑的另外两个端点可以通过在右手位置的基础上,增加Player.swordLength来确定。

因此,需要修改sword.update()函数如下:

 update() {    this.draw();    this.Lx = LeftHand.x;    this.Ly = LeftHand.y;    this.Rx = RightHand.x;    this.Ry = RightHand.y;    this.Lsx = LeftHand.x;    this.Lsy = LeftHand.y;    this.Rsx = RightHand.x + Player.swordLength;    this.Rsy = RightHand.y + Player.swordLength;  }

这段代码的关键在于正确设置了Lsx、Lsy、Rsx和Rsy的值,确保剑的形状和旋转与手臂的运动保持一致。

完整代码示例

以下是修正后的完整代码示例,可以直接复制并运行:

var c = document.getElementById("canvas");var ctx = c.getContext("2d");c.width = window.innerWidth;c.height = window.innerHeight;var mouse = { x: c.width / 2, y: c.height / 2 };window.addEventListener("resize", function (event) {  c.width = window.innerWidth;  c.height = window.innerHeight;});window.addEventListener("mousemove", function (event) {  mouse.x = event.clientX;  mouse.y = event.clientY;});class player {  constructor(x, y, r, color, v) {    this.x = x;    this.y = y;    this.r = r;    this.v = v;    this.color = color;    this.swordLength = 200;  }  draw() {    ctx.beginPath();    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);    ctx.fillStyle = this.color;    ctx.fill();    ctx.closePath();  }  update() {    this.draw();    var dy = mouse.y - this.y;    var dx = mouse.x - this.x;    const angle = Math.atan2(dy, dx);    var vx = Math.cos(angle) * this.v;    var vy = Math.sin(angle) * this.v;    if (Math.abs(vx) > Math.abs(dx)) {      vx = dx;    }    if (Math.abs(vy) > Math.abs(dy)) {      vy = dy;    }    this.x += vx;    this.y += vy;  }}class leftHand {  constructor(x, y, r, color) {    this.x = x;    this.y = y;    this.color = color;    this.angle = 0;    this.r = r;    this.Area = 40;  }  draw() {    ctx.beginPath();    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);    ctx.fillStyle = this.color;    ctx.fill();    ctx.closePath();  }  update() {    this.draw();    this.x = Player.x + this.Area * Math.cos(this.angle / 180);    this.y = Player.y + this.Area * Math.sin(this.angle / 180);    this.angle += 30;  }}class rightHand {  constructor(x, y, r, color) {    this.x = x;    this.y = y;    this.color = color;    this.angle = 90;    this.r = r;    this.Area = 40;  }  draw() {    ctx.beginPath();    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);    ctx.fillStyle = this.color;    ctx.fill();    ctx.closePath();  }  update() {    this.draw();    this.x = Player.x + this.Area * Math.cos(this.angle / 180);    this.y = Player.y + this.Area * Math.sin(this.angle / 180);    this.angle += 30;  }}class sword {  constructor(Lx, Ly, Rx, Ry, color, Lsx, Lsy, Rsx, Rsy) {    this.Lx = Lx;    this.Ly = Ly;    this.Rx = Rx;    this.Ry = Ry;    this.Lsx = Lsx;    this.Lsy = Lsy;    this.Rsx = Rsx;    this.Rsy = Rsy;    this.color = color;  }  draw() {    ctx.beginPath();    ctx.moveTo(this.Lx, this.Ly);    ctx.lineTo(this.Rx, this.Ry);    ctx.lineTo(this.Rsx, this.Rsy);    ctx.lineTo(this.Lsx, this.Lsy);    ctx.fillStyle = this.color;    ctx.fill();    ctx.closePath();  }  update() {    this.draw();    this.Lx = LeftHand.x;    this.Ly = LeftHand.y;    this.Rx = RightHand.x;    this.Ry = RightHand.y;    this.Lsx = LeftHand.x;    this.Lsy = LeftHand.y;    this.Rsx = RightHand.x + Player.swordLength;    this.Rsy = RightHand.y + Player.swordLength;  }}const Player = new player(c.width / 2, c.height / 2, 30, "blue", 10);const LeftHand = new leftHand(  c.width / 2 + 40 * Math.cos(0 / 180),  c.height / 2 + 40 * Math.sin(0 / 180),  10,  "red");const RightHand = new rightHand(  c.width / 2 + 40 * Math.cos(90 / 180),  c.height / 2 + 40 * Math.sin(90 / 180),  10,  "yellow");const Sword = new sword(  c.width / 2 + 40 * Math.cos(0 / 180),  c.height / 2 + 40 * Math.sin(0 / 180),  c.width / 2 + 40 * Math.cos(90 / 180),  c.height / 2 + 40 * Math.sin(90 / 180),  "black",  c.width / 2 + 40 * Math.cos(0 / 180),  c.height / 2 + 40 * Math.sin(0 / 180),  c.width / 2 + 40 * Math.cos(90 / 180),  c.height / 2 + 40 * Math.sin(90 / 180));function animate() {  requestAnimationFrame(animate);  ctx.clearRect(0, 0, c.width, c.height);  Player.update();  LeftHand.update();  RightHand.update();  Sword.update();}animate();

HTML文件:

        Canvas Sword      body {      margin: 0;      overflow: hidden; /* Prevent scrollbars */    }    canvas {      display: block; /* Remove extra space below canvas */    }          // JavaScript code from previous response goes here    var c = document.getElementById("canvas");    var ctx = c.getContext("2d");    c.width = window.innerWidth;    c.height = window.innerHeight;    var mouse = { x: c.width / 2, y: c.height / 2 };    window.addEventListener("resize", function (event) {      c.width = window.innerWidth;      c.height = window.innerHeight;    });    window.addEventListener("mousemove", function (event) {      mouse.x = event.clientX;      mouse.y = event.clientY;    });    class player {      constructor(x, y, r, color, v) {        this.x = x;        this.y = y;        this.r = r;        this.v = v;        this.color = color;        this.swordLength = 200;      }      draw() {        ctx.beginPath();        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);        ctx.fillStyle = this.color;        ctx.fill();        ctx.closePath();      }      update() {        this.draw();        var dy = mouse.y - this.y;        var dx = mouse.x - this.x;        const angle = Math.atan2(dy, dx);        var vx = Math.cos(angle) * this.v;        var vy = Math.sin(angle) * this.v;        if (Math.abs(vx) > Math.abs(dx)) {          vx = dx;        }        if (Math.abs(vy) > Math.abs(dy)) {          vy = dy;        }        this.x += vx;        this.y += vy;      }    }    class leftHand {      constructor(x, y, r, color) {        this.x = x;        this.y = y;        this.color = color;        this.angle = 0;        this.r = r;        this.Area = 40;      }      draw() {        ctx.beginPath();        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);        ctx.fillStyle = this.color;        ctx.fill();        ctx.closePath();      }      update() {        this.draw();        this.x = Player.x + this.Area * Math.cos(this.angle / 180);        this.y = Player.y + this.Area * Math.sin(this.angle / 180);        this.angle += 30;      }    }    class rightHand {      constructor(x, y, r, color) {        this.x = x;        this.y = y;        this.color = color;        this.angle = 90;        this.r = r;        this.Area = 40;      }      draw() {        ctx.beginPath();        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);        ctx.fillStyle = this.color;        ctx.fill();        ctx.closePath();      }      update() {        this.draw();        this.x = Player.x + this.Area * Math.cos(this.angle / 180);        this.y = Player.y + this.Area * Math.sin(this.angle / 180);        this.angle += 30;      }    }    class sword {      constructor(Lx, Ly, Rx, Ry, color, Lsx, Lsy, Rsx, Rsy) {        this.Lx = Lx;        this.Ly = Ly;        this.Rx = Rx;        this.Ry = Ry;        this.Lsx = Lsx;        this.Lsy = Lsy;        this.Rsx = Rsx;        this.Rsy = Rsy;        this.color = color;      }      draw() {        ctx.beginPath();        ctx.moveTo(this.Lx, this.Ly);        ctx.lineTo(this.Rx, this.Ry);        ctx.lineTo(this.Rsx, this.Rsy);        ctx.lineTo(this.Lsx, this.Lsy);        ctx.fillStyle = this.color;        ctx.fill();        ctx.closePath();      }      update() {        this.draw();        this.Lx = LeftHand.x;        this.Ly = LeftHand.y;        this.Rx = RightHand.x;        this.Ry = RightHand.y;        this.Lsx = LeftHand.x;        this.Lsy = LeftHand.y;        this.Rsx = RightHand.x + Player.swordLength;        this.Rsy = RightHand.y + Player.swordLength;      }    }    const Player = new player(c.width / 2, c.height / 2, 30, "blue", 10);    const LeftHand = new leftHand(      c.width / 2 + 40 * Math.cos(0 / 180),      c.height / 2 + 40 * Math.sin(0 / 180),      10,      "red"    );    const RightHand = new rightHand(      c.width / 2 + 40 * Math.cos(90 / 180),      c.height / 2 + 40 * Math.sin(90 / 180),      10,      "yellow"    );    const Sword = new sword(      c.width / 2 + 40 * Math.cos(0 / 180),      c.height / 2 + 40 * Math.sin(0 / 180),      c.width / 2 + 40 * Math.cos(90 / 180),      c.height / 2 + 40 * Math.sin(90 / 180),      "black",      c.width / 2 + 40 * Math.cos(0 / 180),      c.height / 2 + 40 * Math.sin(0 / 180),      c.width / 2 + 40 * Math.cos(90 / 180),      c.height / 2 + 40 * Math.sin(90 / 180)    );    function animate() {      requestAnimationFrame(animate);      ctx.clearRect(0, 0, c.width, c.height);      Player.update();      LeftHand.update();      RightHand.update();      Sword.update();    }    animate();  

注意事项:

确保HTML文件中引入了JavaScript文件。Canvas元素的width和height属性应设置为窗口的尺寸,以充分利用屏幕空间。在animate()函数中使用requestAnimationFrame()可以实现更流畅的动画效果。

总结

通过理解Canvas坐标系统,并正确计算和更新剑的端点坐标,可以实现旋转矩形剑的绘制。关键在于sword.update()函数的修正,以及确保所有坐标计算都基于Canvas原点。 此外,代码示例中使用了面向对象的编程思想,将角色、手臂和剑都定义为类,使得代码结构更加清晰易懂。

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